#AREADATA Name Sanctuary - Second Continent~ Builders Unlinked~ VNUMs 50000 50099 Continent 0 Credits (null)~ Security 9 Flags 0 End #MOBILES #50000 morwen defender sanctuary~ {#Morwen{x~ Morwen stands here arms crossed, eyeing you. ~ ~ human~ A 0 0 0 0 0 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK #50001 storyteller old man~ the {^Storyteller{x~ A storyteller stands here, reading aloud to the group. ~ ~ human~ A 0 0 0 0 0 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK #50002 the aviary book~ the Aviary~ A book on the birds of the land is lying here. ~ ~ human~ ABG 0 0 1 0 148 160 50d10+14500 10d10+100 6d25+60 slash -10 -10 -10 -10 0 0 0 0 stand stand male 20000 AHMV ABCDEFGHIJKQ medium unknown #0 #OBJECTS #50000 no name~ (no short description)~ (no description)~ unknown~ trash 0 0 0 0 0 0 0 0 0 0 P A 22 1 #50050 memorial fountain~ the memorial fountain~ A memorial fountain is flowing here, in honor of the Gods.~ unknown~ fountain AB 0 -1 -1 'firebreather' 0 0 1 50000 1 P #0 #ROOMS #50000 The Random Room~ ~ 0 4 0 S #50001 Temple of Creation~ You stand inside the hallowed interior of the Temple of Creation. This is one of the few stable areas where mortals are relatively safe during the cataclysmic regeneration of the lands outside. Fortunately this is a rare event in Asgard, but it's good to know that there is somewhere safe, should the Creators consider regeneration to be necessary. The temple has a high, domed roof, covered with scenes depicting heroic and glorious events in Asgard's past. ~ 0 0 0 D2 ~ ~ 0 0 50002 S #50002 Steps of the Temple~ You stand at the north-west corner of the square before the towering edifice that is the Temple of Creation. To the west stands the Charity Shop while the square continues to the south. The village is a busy place, full of travellers from far and wide... ~ 0 0 0 D0 ~ ~ 0 0 50001 D1 ~ ~ 0 0 50004 D2 ~ ~ 0 0 50017 D3 ~ ~ 0 0 50003 S #50003 Donation Shop~ ~ 0 0 0 D1 ~ ~ 0 0 50002 S #50004 Entrance to the Gardens~ You stand at the north of the square before the entrance to the Gardens of Contemplation, and beyond them the Asgardian Chat Rooms. ~ 0 0 0 D1 ~ ~ 0 0 50005 D2 ~ ~ 0 0 50018 D3 ~ ~ 0 0 50002 S #50005 Wall of Honor~ You are in the north-east corner of the square before the Temple of the Mysteries. From the east, the delicious aroma of freshly baked bread wafts out from the bakery. Before you is the wall of honour. A small dedication to the hard working immortals. ~ 0 0 0 D0 ~ ~ 0 0 50006 D1 ~ ~ 0 0 50010 D2 ~ ~ 0 0 50012 D3 ~ ~ 0 0 50004 S #50006 Temple of Mysteries~ You Enter a temple, bathed in the octarine light of powerful magic. In a chamber off to the west, a priest of evil sits in darkness. In a chamber off to the east, a priest of good sits, lecturing on evil. To the north is a small chamber where a healer practices his arts. ~ 0 0 0 D0 ~ ~ 0 0 50009 D1 ~ ~ 0 0 50007 D2 ~ ~ 0 0 50005 D3 ~ ~ 0 0 50008 S #50007 Annex of Evil~ You stand within a deeply mystical chamber. There is some kind of hum or chanting at the limits of your perception. This annex is dedicated to the innate magical power of evil. ~ 0 0 0 D3 ~ ~ 0 0 50006 S #50008 Annex of Good~ You stand within a deeply mystical chamber. There is some kind of hum or chanting at the limits of your perception. This annex is dedicated to the innate magical power of good. ~ 0 0 0 D1 ~ ~ 0 0 50006 S #50009 Annex of Healing~ You stand within a deeply mystical chamber. There is some kind of hum or chanting at the limits of your perception. This annex is dedicated to the innate magical power of the healers guild. ~ 0 0 0 D2 ~ ~ 0 0 50006 S #50010 The Bakery~ The air is filled with the delectable aroma of baked bread. Stacked high on shelves over by one wall are a variety of tasty baked goods ranging from sweet pastries and pies to warm, crusty rolls stuffed with a spicy vegetable filling. A few tables and chairs have been placed on the opposite side for those patrons who wished to immediately savour their purchases. The sharp-eyed baker's wife stands behind a counter beaming contentedly, yet ever alert for those who might choose to become light-fingered. The baker bustles in the back room producing the mouth-watering wares displayed on the shelves. ~ 0 0 0 D0 ~ ~ 0 0 50011 D3 ~ ~ 0 0 50005 S #50011 The Baking Room~ Heat radiating from the brick ovens makes this room decidedly warm. A high counter, its top liberally sprinkled with flour, sits in the centre of the room. Shelves piled high with bags of flour, sugar and other necessary ingredients line one wall, while cooling racks for the freshly baked wares have been set against the opposite wall. ~ 0 0 0 D2 ~ ~ 0 0 50010 S #50012 The Arbiter's Arch~ Arbiter's Arch stands on the eastern edge of the Sanctuary Village Square. Passing through the arch will take you along Short Street, past the judicial quarter, finally culminating in the 'Limping Gate', the eastern exit from the village. ~ 0 0 0 D0 ~ ~ 0 0 50005 D1 ~ ~ 0 0 50037 D2 ~ ~ 0 0 50013 D3 ~ ~ 0 0 50018 S #50013 Memorial Corner~ You enter a small corner of Sanctuary Village, This corner is solem and quiet, with a small garden in the center, a small memorial to all of the Gods. ~ 0 0 0 D0 ~ ~ 0 0 50012 D3 ~ ~ 0 0 50014 S #50014 The South Square~ To your south is 'Shambling Gate', one of the heavily fortified gates in the village walls, allowing entrance to Sanctuary Village. ~ 0 0 0 D0 ~ ~ 0 0 50018 D1 ~ ~ 0 0 50013 D2 ~ ~ 0 0 50052 D3 ~ ~ 0 0 50015 S #50015 Scholar's Repose~ This, the south-western part of the Sanctuary Village Square, has long been known as Scholar's repose. You could be forgiven for thinking that it gained its name from the neighbouring academic institutions, the training centre to the west, and the library to the south. In fact the area was named sometime before these august establishments were built. It was actually named after a young apprentice wizard who invariably fell asleep here on his returning from a binge at the Wilting Horn. ~ 0 0 0 D0 ~ ~ 0 0 50017 D1 ~ ~ 0 0 50014 D2 ~ ~ 0 0 50016 S #50016 Library~ Perhaps not on the scale of the famous library of Alexandria, Sanctuary library is constantly growing and contains some most unusual books. Some of the books are so steeped in magic they have taken on a life of their own and must be chained to the walls to prevent escape, other inanimate books are so valuble that they are chained to prevent theft, ~ 0 0 0 D0 ~ ~ 0 0 50015 S #50017 West Square~ You stand at the western edge of the square. Further west is the entrance to Short Street, 'Gateway to Squalor'. To the south of here can be found the much more wholesome region of the centres of learning. ~ 0 0 0 D0 ~ ~ 0 0 50002 D1 ~ ~ 0 0 50018 D2 ~ ~ 0 0 50015 D3 ~ ~ 0 0 50019 S #50018 The Centre Square~ You are standing smack bang in the middle of the central square of Sanctuary village, which in turn is a central point of the extensive lands of Asgard. Various useful buildings surround the square, to the north are the temples, to the south and east are the exits from the village, to the south-west are centres of learning, ~ 0 0 0 D0 ~ ~ 0 0 50004 D1 ~ ~ 0 0 50012 D2 ~ ~ 0 0 50014 D3 ~ ~ 0 0 50017 S #50019 Short Street~ To your east is the central square. North is Esoteric Street, location of Sanctuary's Art Gallery, whilst to your south is Kicklebury Street where you will find the Village Hospital, should you be feeling a bit peeky. ~ 0 0 0 D0 ~ ~ 0 0 50020 D1 ~ ~ 0 0 50017 D2 ~ ~ 0 0 50026 D3 ~ ~ 0 0 50034 S #50020 Esoteric Street~ {x.....Esoteric street, looking for alternative medicine?. Maybe crystal healing or a subtle infusion of aromatic oils? Do you feel a need to have your karmic balance investigated or maybe your kirillian aura needs a tune up? Tough luck, there is no one in Asylum who caters to your needs. However, should the Creators ever feel inclined to let them in, this is where they will most likely set up shop. For the moment you will have to content yourself with an art gallery and an alchemist's shop. Esoteric Street continues to the north. ~ 0 0 0 D0 ~ ~ 0 0 50023 D1 ~ ~ 0 0 50022 D2 ~ ~ 0 0 50019 D3 ~ ~ 0 0 50021 S #50021 Art Gallery~ You stand in a large light room which houses many beautiful works of art from many different ages and cultures. Some of them particularly catch your eye. ~ 0 0 0 D1 ~ ~ 0 0 50020 S #50022 Alchemist's House~ This is a small house, there is nothing suprising here. The alchemist isn't home at the moment and you notice nothings been touched since he left. ~ 0 0 0 D3 ~ ~ 0 0 50020 S #50023 Esoteric Street~ Esoteric street continues. To your east is a Herbalist's Shop. Signs of the Zodiac adorn the side of a colourful tent to the west. ~ 0 0 0 D1 ~ ~ 0 0 50024 D2 ~ ~ 0 0 50020 D3 ~ ~ 0 0 50025 S #50024 Herbmaster's Shop~ You enter a small, smoke filled room. The Herbalist's items are scattered about as if he lives in this shop. There are many items availiable here, but most serve the same purpose. ~ 0 0 0 D3 ~ ~ 0 0 50023 S #50025 The Gypsy's Tent~ Rustling curtains of beads hide the walls and exits and a thick, purple carpet covers the floor of the small tent. A low table occupies the centre of the tent and softly glowing lanterns hang overhead. The scent of exotic spices lays thick in the air. ~ 0 0 0 D1 ~ ~ 0 0 50023 S #50026 Kicklebury Street~ icklebury street connects between Short Street and the village hospital. The hospital is a bland place, full of travellers who need the expert help of the doctors and nurses who labour hour after hour, sewing fingers and arms back onto those stupid enough to get them lopped off in the first place! To the south lies the Adventurer's Emporium, famed for its tantalising merchandise! ~ 0 0 0 D0 ~ ~ 0 0 50019 D1 ~ ~ 0 0 50027 D2 ~ ~ 0 0 50031 D3 ~ ~ 0 0 50030 S #50027 The Church~ This modest church is home to a few worshippers, a priest and an altar from which the priest offers a sermon on the glory of the Faith from time to time. It's nothing grand, but you do sense a feeling of inner Peace while you're here. ~ 0 0 0 D0 ~ ~ 0 0 50028 D2 ~ ~ 0 0 50029 D3 ~ ~ 0 0 50026 S #50028 The Reading Room~ Books and scrolls line the shelves of this small chamber. Most of them seem to deal with Theology, Divinity and Spirituality. The main church is back through an archway to the south. ~ 0 0 0 D2 ~ ~ 0 0 50027 S #50029 The Holy Font~ A large font filled with water shimmers in the light of a single stained glass window. You can return to the church to the north. ~ 0 0 0 D0 ~ ~ 0 0 50027 S #50030 Village Hospital~ You are in the waiting room of the hospital. On the south wall is a door with a sign reading "Emergency" above it. From the sounds coming from within, it seems as if the doctors are frantically trying to save someone. It might be safer staying out here. ~ 0 0 0 D1 ~ ~ 0 0 50026 S #50031 Kicklebury Street~ Kicklebury street continues past the Adventurer's Emporium famed for it's tantalising merchandise! To the east lies the financial centre of Sanctuary. ~ 0 0 0 D0 ~ ~ 0 0 50026 D1 ~ ~ 0 0 50033 D3 ~ ~ 0 0 50032 S #50032 The Adventurer's Emporium~ This shop caters to the discriminating adventurer the adventurer on the go;the adventurer who seeks to adventure in style. Many assorted items essential to the well-heeled explorer are on display, safely locked away in their displays. ~ 0 0 0 D1 ~ ~ 0 0 50031 S #50033 The Bank of Sanctuary~ ~ 0 0 0 D3 ~ ~ 0 0 50031 S #50034 Short Street~ To your north is the notorious Wilting Horn Tavern, to your east Short Street returns to the central Square. ~ 0 0 0 D0 ~ ~ 0 0 50036 D1 ~ ~ 0 0 50019 D2 ~ ~ 0 0 50035 S #50035 Blacksmith's Shop~ You enter a dark, smokey room. The blacksmith's forge is blazing in the corner and you feel the heat blasting towards you. The great Dwarven Smythe is the blacksmith here, making equipment for the great players in this land. ~ 0 0 0 D0 ~ ~ 0 0 50034 S #50036 Entrance to the Wilting Horn~ The steps leading up to the entrance have been swept clean of any dust, dirt or debris. The sounds of raucous laughter and the buzz of merriment filter through the open doorway. A small sign has been placed on the side of the door, welcoming you to the Wilting Horn. The sounds, the cheery light and the odd mixture of aromas entice you to enter. ~ 0 4 0 D2 ~ ~ 0 0 50034 S #50037 Short Street~ Short street continues east from here. To your north is the entrance to Dimwell Street, one of Sanctuary Village's residential areas. Rampant Horse street lies to the south. A village guard smiles and bids you to have a good day. ~ 0 0 0 D0 ~ ~ 0 0 50038 D1 ~ ~ 0 0 50045 D2 ~ ~ 0 0 50044 D3 ~ ~ 0 0 50012 S #50038 Dimwell Street~ A narrow cobbled street leads away from the village centre through numerous dull little cottages. To the west stands a rundown shop with an assortment of small decorated objects. Dimwell Street continues to the north. ~ 0 0 0 D0 ~ ~ 0 0 50042 D1 ~ ~ 0 0 50039 D2 ~ ~ 0 0 50037 D3 ~ ~ 0 0 50040 S #50039 The Grainery~ A wide, hard-packed earthen path leads to a huge, grey stone building. The path is beaten down and slightly rutted from the wheels of wagons hauling grain to be stored in the granary. The tall, two story building only sports two tiny windows at the very top of the front wall. ~ 0 0 0 D3 ~ ~ 0 0 50038 S #50040 Blaster Bate's Bomb Boutique~ You stand within the famously tacky "Blaster Bates' Bomb Boutique". It is the only place in the land where you can purchase Blaster's custom made destructive devices, stuffed full of an amalgam of Dwarven gunpowder and aaknaar ores. Blaster sells his bombs at a high price. ~ 0 0 0 D1 ~ ~ 0 0 50038 S #50042 Dimwell Street~ A narrow cobbled street leads away from the village centre through numerous dull little cottages. To the west is an area specifically reserved for Friends of Asgard. ~ 0 0 0 D2 ~ ~ 0 0 50038 D3 ~ ~ 0 0 50043 S #50043 Entrance to Friends Tower~ ~ 0 0 0 D1 ~ ~ 0 0 50042 S #50044 Rampant Horse Street~ The street ends after you pass a few houses and you think about turning around. This street is rather boring. ~ 0 0 0 D0 ~ ~ 0 0 50037 S #50045 Short Street~ To your east is 'Limping Gate', the eastern exit from Sanctuary Village. To your south is 'Justice Square', location of the Courthouse and Jail. ~ 0 0 0 D1 ~ ~ 0 0 50051 D2 ~ ~ 0 0 50046 D3 ~ ~ 0 0 50037 S #50046 Justice Square~ A high wooden platform has been built in the middle of this dusty square. A large area around it has been cleared to accommodate any good-sized crowd who has come to view a public execution. You shudder lightly, wondering why anyone would want to view such a ghastly event. Off to one side, a cobblestone building has been placed which would undoubtably house the poor wretches who are to meet their fate atop that platform and be the sole attraction for such a gruesome spectacle. ~ 0 0 0 D0 ~ ~ 0 0 50045 D1 ~ ~ 0 0 50048 D2 ~ ~ 0 0 50049 D3 ~ ~ 0 0 50047 S #50047 Jail~ The interior of the jail is quite dim, due perhaps to the limited amount of light allowed in from the two small windows on either side of the entrance. A few notices hang haphazardly on the rounded stones of the walls, and a fire in a small fireplace set in a side wall does little to relieve the damp chill that pervades this room. A small oval desk and rickety-looking chair has been provided for the unlucky guard who must keep watch over the residents of this place. ~ 0 0 0 D1 ~ ~ 0 0 50046 S #50048 Mayor's House~ You find yourself on a lovely little pathway which leads up to a small but costly-looking building. This is the finest home in the village, and one of the most prized residences in the whole land. The sides of the pathway you walk on are lined with palm trees, and there's a beautifully-manicured;garden, a fabulous rockery boasting rare and precious stones, within which ;you can make out a truly sumptuous pool area. There's a statue of a blood-stained warrior being held aloft by grateful villagers, hands joined in triumph. You have found the home of Sanctuary Village's Mayor. You can make your way back to Justice Square to the west. ~ 0 0 0 D3 ~ ~ 0 0 50046 S #50049 The Courthouse~ It may only be built of bricks and mortar, but there is a rarefied air of dignity that pervades this courtroom. The hardwood floors are free of dirt and the benches lined up in precise rows have been recently dusted. Two tables along with chairs have been placed in front of the benches, separated by a low railing. In the front of the room a high desk with a padded chair has been placed for the judge to use during any court proceeding. Off to the left chairs have been enclosed in a box-like structure for those chosen to sit on a jury. One lone chair sits close to the judge's bench, while a small, square platform partially ringed by a railing has been provided for any poor unfortunate placed on trial here. ~ 0 0 0 D0 ~ ~ 0 0 50046 D2 ~ ~ 0 0 50050 S #50050 Judge's Chambers~ Bookshelves filled with weighty tomes line the back wall of this chamber. A large oak desk sit in front of them, its top holding an ornate inkwell and matching pen holder, sporting a long quill pen, its feather gracefully arched high in the air. A multipaned window on one wall allows in streams of light as small dust motes dance lazily in the rays. Though a high-backed chair has been placed behind the desk, there are no other places to sit in this room. ~ 0 0 0 D0 ~ ~ 0 0 50049 S #50051 Limping Gate~ You pass through Limping Gate, currently open, but ready to be closed in an instant, should the village be threatened. ~ 0 0 0 D3 ~ ~ 0 0 50045 S #50052 The Shambling Gate~ You pass through Shambling Gate, currently open, but ready to be closed in an instant, should the village be threatened. ~ 0 0 0 D0 ~ ~ 0 0 50014 S #0 #SPECIALS S #RESETS O 0 50050 0 50013 *The memorial fountain loaded to Memorial Corner M 0 50002 1 50016 1 *Load the Aviary M 0 50000 1 50018 1 *Load {#Morwen{x S #SHOPS 0 #MOBPROGS #0 #$